I think this problem is already being worked on. https://review.source.android.com/8771
This sounds like something this contribution will fix once it's checked in. -- Urs On Wed, May 20, 2009 at 7:41 PM, K-meister <[email protected]> wrote: > > Hi, I have discovered while using DDMS that the basic OpenGL system > calls in my code are allocating memory and causing the garbage > collector to fire! It's not the system calls themselves causing the > problem but the use of direct byte buffers to pass data in. > > The direct byte buffers I use in calls such as glVertexPointer & > glTexCoordPointer lead to java.nio calls to read the byte buffers, > leading to objects of type > org.apache.harmony.luni.platform.PlatformAddress being created. > > These buffers are the same as in the example OpenGL code. I am > creating a ByteBuffer using allocateDirect() and then creating an > IntBuffer using ByteBuffer.asIntBuffer() to pass data to the OpenGL > functions. The problem occurs as the system is reading the buffers. > > Is there a way around this? Maybe using something other than direct > byte buffers? It seems that using this method, OpenGL code of any > complexity (ie a lot of OpenGL system calls in every frame) is doomed > to pause a lot. I am aware that these calls should be kept to a > minimum, but I still need to use a certain amount of them. > > thanks, > Kolin > > > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

